Or when Sorcs in PVP could get 20s shields in the 100k health range?
2. Attempts to make the combat more physically accessible with lower Actions Per Minute
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2. Attempts to make the combat more physically accessible with lower Actions Per Minute
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This is a weird one, I see this -sentiment- brought up in different paradoxical ways over the years. But if we actually look at gameplay from before 2020, it's almost night and day difference. A constancy: the gameplay over the last 6 years has only gotten faster and -faster-. Arcanist was designed as "low cpm" but actual gameplay pvp & pve group content is all FAST FAST FAST and very twitchy-reflex like apm. If zos is trying to lower the apm, they are doing something severely wrong for the past 6 years... lol.
The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve.
…
Between this (DOT durations) and the engagement of weaving, this creates a reality where high actions per minute (APM) is required to be effective, as well as a robust rotation to keep as many of these effects up as possible.
…
We recognize this will create a lot of changes in how you optimize your builds and how you play them, but it is our hope that by the end of the transition to these standards, the game will be more enjoyable and accessible to everyone.
2. Attempts to make the combat more physically accessible with lower Actions Per Minute
[/b]
This is a weird one, I see this -sentiment- brought up in different paradoxical ways over the years. But if we actually look at gameplay from before 2020, it's almost night and day difference. A constancy: the gameplay over the last 6 years has only gotten faster and -faster-. Arcanist was designed as "low cpm" but actual gameplay pvp & pve group content is all FAST FAST FAST and very twitchy-reflex like apm. If zos is trying to lower the apm, they are doing something severely wrong for the past 6 years... lol.
I have no problem with weaving, even in 2014 where light attack > skill > repeat in perfect sequence was an enigma for the vast majority of players, I had caught onto that kind of flow from the very beginning of the game just organically figuring it out. But I am seeing a pattern with the downfall of this game's combat feel, catering to this higher apm. Or maybe it's all the proc-sets making it feel like that, either way the actual flow of combat has gotten significantly faster and bloated compared to pre 2019. Little elephant in the room I rarely see brought up in discussions around here. People complained about animation cancelling, but I had no issue watching my opponents and understanding what they were doing in their offense and defense against me. Now-adays it's just "noisy" and blurred with multitude of visual effects and proc-sets firing off in tandem from just a single player, let alone multiple. And this noise extends to PvE, in raids via all the players, and even the npc mechanics and abilities. Very noisy and overly flashy to the point that counter-play is so obfuscated. Just in time for consoles to get all the relevant pve notification addons!
2. Attempts to make the combat more physically accessible with lower Actions Per Minute
[/b]
This is a weird one, I see this -sentiment- brought up in different paradoxical ways over the years. But if we actually look at gameplay from before 2020, it's almost night and day difference. A constancy: the gameplay over the last 6 years has only gotten faster and -faster-. Arcanist was designed as "low cpm" but actual gameplay pvp & pve group content is all FAST FAST FAST and very twitchy-reflex like apm. If zos is trying to lower the apm, they are doing something severely wrong for the past 6 years... lol.
I’m not sure where you’re experiencing faster combat honestly. The gameplay of an Arcanist in PvE feels way slower and less fluid to me than something like an old Nightblade build.
Anyway, I’m not really speculating. Lowering APM and making the game more accessible were things that Gilliam outright stated as a goal:
The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve.
…
Between this (DOT durations) and the engagement of weaving, this creates a reality where high actions per minute (APM) is required to be effective, as well as a robust rotation to keep as many of these effects up as possible.
…
We recognize this will create a lot of changes in how you optimize your builds and how you play them, but it is our hope that by the end of the transition to these standards, the game will be more enjoyable and accessible to everyone.
These are direct quotes. Source here: https://forums.elderscrollsonline.com/en-gb/discussion/610438/update-35-combat-preview/p1
AvalonRanger wrote: »What Ruined Combat In ESO?
1. No elevation mechanics --> Ruin level design.
2. Automatic projectile --> Ruin balance and level design.
3. Too much wide collision judgement for melee weapon. --> Ruin balance and reality.
4. NPC enemy doesn't escape from AoE. --> Ruin reality
5. Too many buff style makes people confused. --> should be united more simply.
6. Too many meta dividing player building mech everywhere. --> should be united more simply between PVE and PVP.
(Ex. Merge Impenetration and reinforce into just "armor".)
7. Too many flat ground mech everywhere. --> Ruin creative level design and reality.
8. Too many nonsense sudden death mech everywhere in 4 player dungeon and 12 player Trial.
(--> Just make it cleaver visual design, or remove it.)
9. Too many abstract UI design makes people confused. Especially newbies.
10. There're too much queue time for DPS of rand. (Need to increase tank population)
And 11... Most of those problem never solved from 2014. Or getting worse at some of them.
ShadowPaladin wrote: »What ruined combat in eso?
The same thing what ruined combat in quite some other games - the players or at least some of them.
Especially those who run after meta over and over again and exclude everyone else from group content because of some parsed numbers and not using meta setups.
In addition to that players who only want to do *pew pew*, rush through stuff and don't play mechanics also did their part in ruining the combat (forcing the devs to dumb it down).
One thing I never understood about ESO is the dread of changes.
The most successful MMORPG of all times, WoW, has a regular change of combat. Classes get tweaked, redesigned, rebalanced, new mechanics are added, old removed... And this keeps the game fresh! This happens with every expansion (~2-3 year cycle). In between that, on patches you get regular balances where numbers get adjusted. And they do this on I-don't-even-know-how-many-classes-and-specs-anymore. Is it perfect? No. But there's enough of diversity to actually find something you enjoy.
We have had beam meta for how long now?
When was the last time a class got truly reworked? Some of the most useless skills Sorc had back on launch are still around. Short of some morph changes, all the skills are still here. None of them were ever completely replaced. Does ZOS consider ESO to be perfectly designed all those years ago? Yeah, sure...
moderatelyfatman wrote: »One thing I never understood about ESO is the dread of changes.
The most successful MMORPG of all times, WoW, has a regular change of combat. Classes get tweaked, redesigned, rebalanced, new mechanics are added, old removed... And this keeps the game fresh! This happens with every expansion (~2-3 year cycle). In between that, on patches you get regular balances where numbers get adjusted. And they do this on I-don't-even-know-how-many-classes-and-specs-anymore. Is it perfect? No. But there's enough of diversity to actually find something you enjoy.
We have had beam meta for how long now?
When was the last time a class got truly reworked? Some of the most useless skills Sorc had back on launch are still around. Short of some morph changes, all the skills are still here. None of them were ever completely replaced. Does ZOS consider ESO to be perfectly designed all those years ago? Yeah, sure...
It's not just change that the players are afraid of but the extent and how random it is at times.
Most players aren't going to be too upset if their meta builds one year later are no longer meta but within 5% of the new meta. That is what we call tweaking.
But losing 30% of your dps after a major patch is not tweaking, it's death. After Patch 35 my stamwarden was no longer viable for prog runs and our nightblade in the prog simply gave up because he couldn't play his favourite class any more.
Werewolf tanking which was a niche build got destroyed not because it was overpowered but because the devs didn't approve of the playstyle. Players enjoyed it and it was not ruining the game in any way and yet the devs burned it to the ground!
And how many necro mains gave up after Blastbones became a buff skill?
Calling some of the tone deaf and catastrophic changes that the devs have done to ESO 'tweaks' is like calling a Category 5 Hurricane 'mild relandscaping'.
BTW: I do play other MMOs and I don't fear the changes they make there because I trust those devs to use a scalpel and not a wrecking ball.